Because they suspect this gear could be rigged of some sorts, they ask for someone with no understanding to operate and demonstrate the new tech — someone like us, it seems. This is not the place for heated console debates. The third one is easier to spot. Here, you can find, i. When Arthur reaches the circuit board, interact with the right switch first, the left switch second, and finally the middle switch in order to turn on all three meters.
He gives us three metal rods and a detector which should help him capture electricity from the thunderstorm outside. Each of these places has a map - collect them all to learn the killer's location. This stranger, Marko Dragic, is found in the park in the southwest of Saint Denis during the day. Throughout the course of this mission, Arthur will get a chance to meet with Charlotte a few times. These flesh out the world and introduce interesting characters, such as the Serbian inventor Marko Dragic. Don't ask us the specifics, we won't tell you. You can also use the torpedoes to destroy mines at a distance to clear the way ahead and prevent a collision.
A tomb is near that tree. A Bright Bouncing Boy A Bright Bouncing Boy is a multi-part side quest available in Red Dead Redemption 2. Place three conductors Your first objective is to place conductors outside of the lab. Thanks to that you know that Arthur is in the right spot — press the button displayed on the screen to place a lightning conductor. After putting all three conductors, go back to Marko at the lab. This Walkthrough shows how to complete the Stranger Missions. Visit the butchery - you will find a unique pig mask.
This one is in the eastern part of the state. The first meeting with Marko Dragic The first meeting with the professor can happen after making enough progress in chapter 4. Personally, I tried pulling from right to left and it worked if I recall correctly. Marcelle agrees to give the invention a chance, but only if someone unfamiliar with it operates it to prevent any foul play, and that's where Arthur comes into the picture. We have to climb on top of the metal tower and flip a few switches for him. The electric lantern on the ground can be picked up and will be added to your inventory.
Now to track down the Robot, you need to head to the far northwestern side of the map near Spider Gorge see screenshot. Your role is to help Marko with his experiment on getting his robot to life. Mark it as one to be safe. You need to go to the lake on the west side of the city, a bit north of the stables. This has to be during night-time.
You need to get all three lighted up. They are now complimenting and hugging each other. Whether this is on purpose and the character pronounces his name anglicized to better fit in, or if it is a developer oversight is unknown. Here, you can find, i. You need to go into the hills nearby while keeping an eye on the Detector. After that, you can go back to the scientist. Take a look at the console with three switches located on the upper balcony.
This is the first town visited in the game. The list contains easter eggs, unusual locations with unique loot i. To do so, you must return to the mining village of Colter, where the game prologue took place. The controls are all shown at the bottom right corner of the screen. He instructs you to take the three metal rods and the Detector device and place the rods where they can conduct the most electricity.
If you don't have it yet, try to increase your reputation before you complete all missions found in chapter 6. Here you'll meet the inventor who is about to present his latest contraption to an investor, Mr. The quest marker should appear near the small pond in Saint Denis. Repeat this process with two other conductors. Add it to your log and start looking for the bones.
Once all three detectors are planted, return to the lab. You can try to decrypt the message. Wait in your starting position to stay clear of the mines and let the sailboats come to you, taking their speed into account when you fire. Later, the game will unlock a unique fencer. As you can see in the radar, you need to destroy those small toy boats marked as the red blip with a cross. When the symbol is there, you can enter the building, discover his fate and earn the Artificial Intelligence trophy for all your efforts.
To start the second part of the quest line, a full day must pass in-game which can be exploited by sleeping at a hotel or camp , and requires Arthur to meet Marko Dragic at his laboratory located at Dover Hill between the hours of 10pm and 5am during an active thunderstorm. There should be a map marker there after completing the first robot mission. Quest Giver: Marko Dragic Region: western Saint Denis, during day-time Requirements: having finished The Joys of Civilization early Chapter 4 Trophy: Artificial Intelligence A Bright Bouncing Boy Starting Location In early Chapter 4, a new Stranger can be met in western Saint Denis. Here, Arthur can do various main and side missions. This is a long-winded but deeply satisfying stranger mission that has you traveling around much of the map, negotiating permits with the police and delivering sweet justice… well, kind of. Place the conductor there when it happens.